您好我正在创建一个基本游戏并尝试使用我的代码实现MVC模式。我目前有: 的模型 游戏对象,云,船水等。
世界 这将所有模型联系在一起并定义对象
WorldRenderer 这将所有纹理应用于对象
GameScreen 这可以处理用户输入,触摸或键盘。
我的问题是如何以及在何处实施游戏状态? 我假设它将进入GameScreen,但我实现了状态的基本布局,READY,RUNNING,PAUSED,NEXT_LVL,GAME_OVER,
但是我发现当状态READY出现时游戏正在后台运行?
这是在WorldRenderer中定义的,即水lvl在后面的屏幕上升,但我希望这只发生在游戏状态切换到运行时。
当Gamstate切换到RUNNING STATE时,如何让Gamestate仅初始化WorldRenderer。我已将语句renderer.render();
应用于RUNNING语句,但它仍然处于READY状态。
对此的任何帮助都将非常感激。
干杯
丹尼尔。
我正在附加WorldRenderer,World和GameScreen类
GameScreen Class
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
public class GameScreen implements Screen {
enum State{
READY,RUNNING,PAUSED,LEVEL_END,GAME_OVER
}
MainThing game;
OrthographicCamera cam;
SpriteBatch batch;
Texture pauseMenu;
TextureRegion pauseMenuR;
Texture pauseBtn;
Texture ready;
TextureRegion readyR;
private World world;
private WorldRenderer renderer;
public static State state = State.READY;
public GameScreen(MainThing game){
this.game = game;
cam = new OrthographicCamera(800,480);
cam.position.set(800/2, 480/2, 0);
batch = new SpriteBatch();
state = State.READY;
loadingTexture();
}
private void loadingTexture() {
pauseBtn = Assets.manager.get("pause.png", Texture.class);
pauseMenu = Assets.manager.get("resume-quit.png", Texture.class);
pauseMenu.setFilter(TextureFilter.Linear, TextureFilter.Linear);
pauseMenuR = new TextureRegion(pauseMenu,0,0,375,256);
ready = Assets.manager.get("ready.png",Texture.class);
readyR = new TextureRegion(ready,0,0,256,105);
}
public static void setState(State newState){
state = newState;
}
private void update(float delta) {
switch (state) {
case READY:
updateReady();
break;
case RUNNING:
updateRunning(delta);
break;
case PAUSED:
updatePaused();
break;
case LEVEL_END:
updateLevelEnd();
break;
case GAME_OVER:
updateGameOver();
break;
}
}
private void updateReady() {
if (Gdx.input.justTouched()) {
state = State.RUNNING;
}
}
private void updateRunning(float delta) {
if(Gdx.input.isTouched()) {
Vector3 touchPos = new Vector3();
touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
WorldRenderer.cam.unproject(touchPos);
Boat.position.x = touchPos.x - 1f / 2;
}
if(Gdx.input.isKeyPressed(Keys.LEFT)) {
Boat.velocity.x = -Boat.SPEED * delta;
}
else if(Gdx.input.isKeyPressed(Keys.RIGHT)) {
Boat.velocity.x = Boat.SPEED * delta;
}
else if(!Gdx.input.isKeyPressed(Keys.LEFT) && !(Gdx.input.isKeyPressed(Keys.RIGHT)) || (Gdx.input.isKeyPressed(Keys.LEFT) && (Gdx.input.isKeyPressed(Keys.RIGHT)))) {
Boat.velocity.x = 0;
}
Boat.update(delta);
if(Boat.position.x < 0) Boat.position.x = 0;
if(Boat.position.x > WorldRenderer.cam.viewportWidth - 1f) Boat.position.x = WorldRenderer.cam.viewportWidth - 1f;
}
private void updatePaused() {
// TODO Auto-generated method stub
}
private void updateLevelEnd() {
// TODO Auto-generated method stub
}
private void updateGameOver() {
// TODO Auto-generated method stub
}
private void draw(float deltaTime) {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
renderer.render(deltaTime);
cam.update();
batch.setProjectionMatrix(cam.combined);
batch.begin();
switch (state) {
case READY:
presentReady();
break;
case RUNNING:
presentRunning(deltaTime);
break;
case PAUSED:
presentPaused();
break;
case LEVEL_END:
presentLevelEnd();
break;
case GAME_OVER:
presentGameOver();
break;
}
batch.end();
}
private void presentReady() {
batch.draw(readyR, cam.viewportWidth /2 - 375 /2 , cam.viewportHeight /2 - 256 /2,375,256);
}
private void presentRunning(float delta) {
// TODO Auto-generated method stub
}
private void presentPaused() {
// TODO Auto-generated method stub
}
private void presentLevelEnd() {
// TODO Auto-generated method stub
}
private void presentGameOver() {
// TODO Auto-generated method stub
}
@Override
public void render(float delta) {
update(delta);
draw(delta);
}
@Override
public void resize(int width, int height) {
renderer.setSize(width,height);
}
@Override
public void show() {
world = new World();
renderer = new WorldRenderer(world, false);
}
@Override
public void hide() {
}
@Override
public void pause() {
dispose();
}
@Override
public void resume() {
}
@Override
public void dispose() {
Assets.unload();
Boat.dispose();
Cloud.dispose();
WorldRenderer.dispose();
}
}
世界级
package com.inspirednotion.thing;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.TimeUtils;
public class World {
Boat boat;
Water water;
Cloud cloud;
long lastDropTime;
Array<Rain> raindrops = new Array<Rain>();
public Array<Rain> getRain(){
return raindrops;
}
Boat getBoat(){
return boat;
}
public Water getWater(){
return water;
}
public Cloud getCloud(){
return cloud;
}
public World(){
createWorld();
spawnRaindrop();
lastDropTime = TimeUtils.nanoTime();
}
private void createWorld() {
boat = new Boat(new Vector2(WorldRenderer.CAMERA_WIDTH / 2 - Boat.BOAT_WIDTH / 2, Water.position.y +11.3f ));
cloud = new Cloud(new Vector2(WorldRenderer.CAMERA_WIDTH / 2 - Cloud.CLOUD_WIDTH /2, 8));
water = new Water(new Vector2(WorldRenderer.CAMERA_WIDTH /2 - Water.WATER_WIDTH/2, -11.3f));
}
void spawnRaindrop(){
raindrops.add( new Rain(new Vector2(MathUtils.random(cloud.position.x, cloud.position.x + Cloud.CLOUD_WIDTH ),cloud.position.y)));
lastDropTime = TimeUtils.nanoTime();
}
public static void dispose() {
}
}
WorldRenderer Class
public class WorldRenderer {
private static World world;
public static OrthographicCamera cam;
ShapeRenderer debugRenderer = new ShapeRenderer();
static final float CAMERA_WIDTH = 20f;
static final float CAMERA_HEIGHT = 12f;
static Texture cloudTexture;
private TextureRegion cR;
static Texture boatAniTex;
TextureRegion[] boatFrames;
Animation boatAnimation;
TextureRegion boatCurrentFrame;
static TextureRegion currentFrameBoat;
TextureRegion[][] tmpBoat;
static Texture cloudBg;
private TextureRegion cloudBgR;
static Texture rainDrop;
long lastDropTime;
float lastDropT;
private static Texture water;
TextureRegion[] waveFrames;
Animation waveAnimation;
TextureRegion currentFrame;
TextureRegion currentFrameWav;
TextureRegion[][] tmp;
float stateTime = 0f;
private static SpriteBatch batch;
static int width;
static int height;
public void setSize(int w, int h){
WorldRenderer.width= w;
WorldRenderer.height = h;
}
public WorldRenderer(World world, boolean debug){
WorldRenderer.world = world;
WorldRenderer.cam = new OrthographicCamera(CAMERA_WIDTH ,CAMERA_HEIGHT);
WorldRenderer.cam.position.set(CAMERA_WIDTH /2f, CAMERA_HEIGHT /2f, 0);
WorldRenderer.cam.update();
batch = new SpriteBatch();
loadTextures();
loadAnimations();
}
public void loadTextures(){
boatAniTex = Assets.manager.get("bin.png", Texture.class);
boatAniTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
cloudTexture = Assets.manager.get("cloud.png", Texture.class);
cloudTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
cR = new TextureRegion(cloudTexture,0,0,256,140);
cloudBg = Assets.manager.get("cloudbg.png", Texture.class);
cloudBg.setFilter(TextureFilter.Linear, TextureFilter.Linear);
cloudBgR = new TextureRegion(cloudBg,0,0,800,480);
water = Assets.manager.get("wavey.png", Texture.class);
water.setFilter(TextureFilter.Linear, TextureFilter.Linear);
rainDrop = new Texture(Gdx.files.internal("RainDrop_sml.png"));
}
private void loadAnimations() {
water.setFilter(TextureFilter.Linear, TextureFilter.Linear);
tmp = new TextureRegion(water).split(800,480);
waveFrames = new TextureRegion[14];
for (int x = 0, index = 0; x < 7; x++) {
for (int y = 0; y < 2; y++, index++) {
waveFrames[index] = tmp[x][y];
}
}
waveAnimation = new Animation(0.14f, waveFrames);
//************************
boatAniTex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
tmpBoat = new TextureRegion(boatAniTex).split(64,64);
boatFrames = new TextureRegion[7];
for (int x = 0, indexed = 0; x < 1; x++) {
for (int y = 0; y < 7; y++, indexed++) {
boatFrames[indexed] = tmpBoat[x][y];
}
}
boatAnimation = new Animation(0.2f, boatFrames);
}
public void render(float delta){
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(cam.combined);
stateTime += Gdx.graphics.getDeltaTime();
currentFrameWav = waveAnimation.getKeyFrame(stateTime += delta, true);
currentFrameBoat = boatAnimation.getKeyFrame(stateTime += delta, true);
batch.begin();
batch.disableBlending();
drawBackGround();
batch.enableBlending();
drawBoat();
drawWater(delta);
drawCloud();
batch.end();
drawRain();
}
private void drawRain() {
batch.begin();
for( Rain bounds: world.raindrops) {
batch.draw(rainDrop, bounds.position.x , bounds.position.y,.2f,.2f);
}
batch.end();
if(TimeUtils.nanoTime() - world.lastDropTime > 500000000) world.spawnRaindrop();
Iterator<Rain> iter = world.raindrops.iterator();
while(iter.hasNext()) {
Rain raindrop = iter.next();
raindrop.position.y -=2f * Gdx.graphics.getDeltaTime();
if(raindrop.position.y < Water.position.y ) {
System.out.println("water is hit");
iter.remove();
}
}
}
private void drawWater(float delta) {
batch.draw(currentFrameWav, Water.position.x , Water.position.y ,Water.WATER_WIDTH , Water.WATER_HEIGHT );
if (Water.position.y < -4f){
Water.position.y += .1 * Gdx.graphics.getDeltaTime();
Boat.position.y += .1 * Gdx.graphics.getDeltaTime();
}
}
private void drawBackGround() {
batch.draw(cloudBgR, 0,0,CAMERA_WIDTH,CAMERA_HEIGHT);
}
private void drawCloud(){
Cloud cloud = world.getCloud();
batch.draw(cR,cloud.position.x ,cloud.position.y ,Cloud.CLOUD_WIDTH , Cloud.CLOUD_HEIGHT );
}
private void drawBoat(){
world.getBoat();
batch.draw(currentFrameBoat, Boat.position.x , Water.position.y +11.3f,Boat.BOAT_WIDTH , Boat.BOAT_HEIGHT );
}
private void drawDebug(){
debugRenderer.setProjectionMatrix(cam.combined);
debugRenderer.begin(ShapeType.Rectangle);
Cloud cloud = world.getCloud();
Rectangle rect = cloud.bounds;
float x1 = cloud.position.x + rect.x;
float y1 = cloud.position.y + rect.y;
debugRenderer.setColor(new Color(1,0,0,1));
debugRenderer.rect(x1, y1, rect.width, rect.height);
Boat boat = world.getBoat();
Rectangle rec = boat.bounds;
float xx1 = Boat.position.x + rec.x;
float yx1 = Boat.position.y + rec.y;
debugRenderer.setColor(new Color(1,1,0,1));
debugRenderer.rect(xx1, yx1, rec.width, rec.height);
debugRenderer.end();
}
public static void dispose(){
cloudTexture.dispose();
water.dispose();
boatAniTex.dispose();
rainDrop.dispose();
cloudBg.dispose();
batch.dispose();
}
}
请原谅凌乱的代码..在清理和调试问题的过程中..
答案 0 :(得分:2)
前面的底线:您的GameScreen
处于READY
状态,但您的WorldRenderer
不知道并且继续它的快乐方式。您需要确保WorldRenderer
具有映射到GameScreen
州的状态。
您对renderer.render(deltaTime)
中GameScreen.draw()
的致电是罪魁祸首。无论GameScreen
中的状态如何,它都在不断更新事物的位置。
假设所需的效果是让游戏在后台绘制,但游戏未开始 -
WorldRenderer
和WAITING
的{{1}}添加状态枚举。确保在PLAYING
中创建了一个公共方法,允许WorldRenderer
设置此值。GameScreen
创建GameScreen
时,请务必致电并将WorldRenderer
州设置为WorldRenderer
。 WAITING
转换为播放状态时,请致电并将GameScreen
状态设置为WorldRenderer
。PLAYING
中,仔细定义在WorldRenderer
州,WAITING
州以及两者中需要完成的工作。在这种情况下,你不希望水涨,所以如果你处于PLAYING
状态,不要改变水和船的高度。